6,920 Commits over 1,127 Days - 0.26cph!
radwater_color_throw_fix -> main
- Swap to another target if the boats main target is obstructed
- Otherwise decide to bail if the target has been hidden for a long time
If the target is no longer valid then move on to someone we can see, or bail out
If none of the crew of a scientist boat can see the target player then turn the boat around so it can face them
Swap 'Replicated convar not found on client' to a warning for this patch
I previously marked replicated convars as saved, so everyone will get replicated errors the first time they join a staging server as everything regenerates
(fine to swap back to an error next patch)
Item pool 512 -> 2,048
We really should have a bigger default item pool. We are consistently overflowing it.
- Do Remove works in batches
- Loot container resets in batches
- Fixed sprinklers sometimes skipping splashes when their barrel rechecks its drain
- Fixed sprinklers sometimes having a null fuel type for .1 seconds
- Fixes radwater tint flicker on circuit and output changes
Radwater splashes use green effect variants; sprinklers no longer start with plain water
- Viewmodel support
- Water gun/pistol support
- ParticleSystemTint is no longer an IEffect
network_lods -> main (off by default)
main -> network_lods (breaking)
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- Net LODs use 16m position cells for all ranges instead of cached group lists
- Set network lods to be off by default
- Profiling
- Code cleanup
Cleaner way for the client to grab lod ring on its side
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
- Massive code cleanup
- Reduce/remove a bunch of un-needed allocations
- Remove some un-needed procedural eye code
- Use idle breathing instead of regular idles when up close.
- Dont use idle 2 and 7
Add support to be able to skip certain clips when zoomed in on the head so we can bypass larger head movements when zoomed right in
More merge fixes
- Codegen
Fix entering play mode trying to change generate biome/place monument settings
simple_creator_v2 -> main
main -> character_customisation (breaking)
New cleaned up simple map creator to replace the overengineered rubbish before
- Create maps with certain monuments
- Create maps with certain biomes
- Force spawn one specific monument
- Force spawn in specific biomes
- Ensure the client can accurately figure out the network lod of an entity rather than guessing
- Make startId/gridSize/baseCellSize constants iin the grid rather than being in the prefab
- Cleanup
- Fixes stopping treating base player npcs like humans
- Add player support
- Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Ensure global map markers skip the LOD system
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there
Setting to ignore network LODs
Swap tick based LOD to a time based one so we can support running on low fps servers
Tint radioactive water a slight green colour
Affects: throws, sprinklers, etc
pt_boat_scientists_ignoreplayer -> main
Swap over Check.cs methods to be extensions
Pt boat scientists respect Convar.AI.ignoreplayers
Test if Rust.Application.Startup() actually runs in a build - seems like it could've been skipped and left isPlaying as false
Should fix UI country selection being empty as well as UI_StoreCarrouselButton.Init and StyleAsset.ShouldTween not working properly
country_ui_empty_list_fix -> main
- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings
- Let clients drop the extra delay if the setting is off on the server
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player.
Uses cell coordinates
Doesnt affect players. Needs more work to stop affecting gameplay with animals etc.
Initial experiments show a 75% decrease in entity position network traffic at high distances
50% reduction in entity position updates at medium distances
Experiment with moving the cargo plane movement to the clientside
Circumvents 380 B/s per player when cargo plane is out
full_parented_mounting -> main
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Fix bugs with group change polling
Remove PlayerSyncCycle - not needed anymore
Remove MountedSyncSystem for vehicle seats - not needed anymore